Design

Overall Approach

Very similar to System 7.

Skills

More notes on skills.

Flavor

Classes

So what about classes? They don't exist. They didn't do much anyway. All they did was:

In that second capacity, they still exist; effectively, they are a convenient categorization scheme. It's kind of like Oblivion: classes don't literally exist as they're own thing, but rather they are a list of suggested options to achieve a particular build, using the same custom-build system anyone else uses. This is useful not only to players (especially first-time players), but DMs, who can use it to make enemies quickly without getting bogged down in minutiae.

Background

Prior to 1st level, you choose X backgrounds. They're simply packages of benefits, corresponding to some real-world experience you had. For instance:

Other notes:

Damage Model

This is not System 6. The core rules are not changing. A skill check is still 1d20 + ranks + ability modifier. A weapon still does base dice + ability modifier + modifier from weapon (if any). Few attributes, if any, are considered as percentages.

That being said, it is meant to be a little more interesting than just pressing "1" over and over again. How so? Not through class-based combos, with "combo points", but mainly through feats, such as Power Attack, Called Shot, Power Charge, etc.

Which leads to...

Combat Styles

As a general rule, Talents tweak how a particular skill works, while Feats establish a combat style. Let's explore this by example.

Suppose you want to be a Jedi Guardian. You know, classic Jedi, defense before offense, diplomacy before hostile negotiations, etc. The basic setup might be:

So how do you implement this? Let's go step-by-step:

In the above, Feats provide a general tanking style which anyone (not just a Jedi Guardian) could take, while Talents provide the skill-specific tweaks to make it very much a Jedi Guardian tanking style.